client | ||
server | ||
web | ||
.gitignore | ||
config.lua | ||
fxmanifest.lua | ||
impl.lua | ||
LICENSE | ||
main.lua | ||
README.md |
FiveM React and Lua Boilerplate
This repository is a basic boilerplate for getting started
with React in NUI. It contains several helpful utilities and
is bootstrapped using create-react-app
. It is for both browser
and in-game based development workflows.
For in-game workflows, Utilizing craco
to override CRA, we can have hot
builds that just require a resource restart instead of a full
production build
This version of the boilerplate is meant for the CfxLua runtime.
Requirements
- Node > v10.6
- Yarn (Preferred but not required)
A basic understanding of the modern web development workflow. If you don't know this yet, React might not be for you just yet.
Getting Started
First clone the repository or use the template option and place
it within your resources
folder
Installation
The boilerplate was made using yarn
but is still compatible with
npm
.
Install dependencies by navigating to the web
folder within
a terminal of your choice and type npm i
or yarn
.
Features
This boilerplate comes with some utilities and examples to work off of.
Lua Utils
SendReactMessage
This is a small wrapper for dispatching NUI messages. This is designed
to be used with the useNuiEvent
React hook.
Signature
---@param action string The action you wish to target
---@param data any The data you wish to send along with this action
SendReactMessage(action, data)
Usage
SendReactMessage('setVisible', true)
debugPrint
A debug printing utility that is dependent on a convar, if the convar is set this will print out to the console.
The convar is dependent on the name given to the resource.
It follows this format YOUR_RESOURCE_NAME-debugMode
To turn on debugMode add setr YOUR_RESOURCE_NAME-debugMode 1
to
your server.cfg or use the setr
console command instead.
Signature (Replicates print
)
---@param ... any[] The arguments you wish to send
debugPrint(...)
Usage
debugPrint('wow cool string to print', true, someOtherVar)
React Utils
Signatures are not included for these utilities as the type definitions are sufficient enough.
useNuiEvent
This is a custom React hook that is designed to intercept and handle messages dispatched by the game scripts. This is the primary way of creating passive listeners.
Note: For now handlers can only be registered a single time. I haven't come across a personal usecase for a cascading event system
Usage
const MyComp: React.FC = () => {
const [state, setState] = useState('')
useNuiEvent<string>('myAction', (data) => {
// the first argument to the handler function
// is the data argument sent using SendReactMessage
// do whatever logic u want here
setState(data)
})
return(
<div>
<h1>Some component</h1>
<p>{state}</p>
</div>
)
}
fetchNui
This is a simple NUI focused wrapper around the standard fetch
API.
This is the main way to accomplish active NUI data fetching
or to trigger NUI callbacks in the game scripts.
When using this, you must always at least callback using {}
in the gamescripts.
This can be heavily customized to your use case
Usage
// First argument is the callback event name.
fetchNui<ReturnData>('getClientData').then(retData => {
console.log('Got return data from client scripts:')
console.dir(retData)
setClientData(retData)
}).catch(e => {
console.error('Setting mock data due to error', e)
setClientData({ x: 500, y: 300, z: 200})
})
debugData
This is a function allowing for mocking dispatched game script
actions in a browser environment. It will trigger useNuiEvent
handlers
as if they were dispatched by the game scripts. It will only fire if the current
environment is a regular browser and not CEF
Usage
// This will target the useNuiEvent hooks registered with `setVisible`
// and pass them the data of `true`
debugData([
{
action: 'setVisible',
data: true,
}
])
Misc Utils
These are small but useful included utilities.
isEnvBrowser()
- Will return a boolean indicating if the current environment is a regular browser. (Useful for logic in development)
Development Workflow
This boilerplate was designed with development workflow in mind. It includes some helpful scripts to accomplish that.
Hot Builds In-Game
When developing in-game, you can use the hot build system by
running the start:game
script. This is essentially the start
script but it writes to disk. Meaning all that is required is a
resource restart to update the game script
Usage
# yarn
yarn start:game
# npm
npm run start:game
Production Builds
When you are done with development phase for your resource. You must create a production build that is optimized and minimized.
You can do this by running the following:
npm run build
yarn build
Additional Notes
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